webvr_cubes.html 6.9 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webvr - cubes</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="info">
  11. <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - interactive cubes
  12. </div>
  13. <script src="js/vr/HelioWebXRPolyfill.js"></script>
  14. <script src="js/vr/WebVR.js"></script>
  15. <script type="module">
  16. import * as THREE from '../build/three.module.js';
  17. import { BoxLineGeometry } from './jsm/geometries/BoxLineGeometry.js';
  18. var clock = new THREE.Clock();
  19. var container;
  20. var camera, scene, raycaster, renderer;
  21. var room;
  22. var isMouseDown = false;
  23. var INTERSECTED;
  24. var crosshair;
  25. init();
  26. animate();
  27. function init() {
  28. container = document.createElement( 'div' );
  29. document.body.appendChild( container );
  30. scene = new THREE.Scene();
  31. scene.background = new THREE.Color( 0x505050 );
  32. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
  33. scene.add( camera );
  34. crosshair = new THREE.Mesh(
  35. new THREE.RingBufferGeometry( 0.02, 0.04, 32 ),
  36. new THREE.MeshBasicMaterial( {
  37. color: 0xffffff,
  38. opacity: 0.5,
  39. transparent: true
  40. } )
  41. );
  42. crosshair.position.z = - 2;
  43. camera.add( crosshair );
  44. room = new THREE.LineSegments(
  45. new BoxLineGeometry( 6, 6, 6, 10, 10, 10 ),
  46. new THREE.LineBasicMaterial( { color: 0x808080 } )
  47. );
  48. room.position.y = 3;
  49. scene.add( room );
  50. scene.add( new THREE.HemisphereLight( 0x606060, 0x404040 ) );
  51. var light = new THREE.DirectionalLight( 0xffffff );
  52. light.position.set( 1, 1, 1 ).normalize();
  53. scene.add( light );
  54. var geometry = new THREE.BoxBufferGeometry( 0.15, 0.15, 0.15 );
  55. for ( var i = 0; i < 200; i ++ ) {
  56. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) );
  57. object.position.x = Math.random() * 4 - 2;
  58. object.position.y = Math.random() * 4 - 2;
  59. object.position.z = Math.random() * 4 - 2;
  60. object.rotation.x = Math.random() * 2 * Math.PI;
  61. object.rotation.y = Math.random() * 2 * Math.PI;
  62. object.rotation.z = Math.random() * 2 * Math.PI;
  63. object.scale.x = Math.random() + 0.5;
  64. object.scale.y = Math.random() + 0.5;
  65. object.scale.z = Math.random() + 0.5;
  66. object.userData.velocity = new THREE.Vector3();
  67. object.userData.velocity.x = Math.random() * 0.01 - 0.005;
  68. object.userData.velocity.y = Math.random() * 0.01 - 0.005;
  69. object.userData.velocity.z = Math.random() * 0.01 - 0.005;
  70. room.add( object );
  71. }
  72. raycaster = new THREE.Raycaster();
  73. renderer = new THREE.WebGLRenderer( { antialias: true } );
  74. renderer.setPixelRatio( window.devicePixelRatio );
  75. renderer.setSize( window.innerWidth, window.innerHeight );
  76. renderer.vr.enabled = true;
  77. container.appendChild( renderer.domElement );
  78. renderer.domElement.addEventListener( 'mousedown', onMouseDown, false );
  79. renderer.domElement.addEventListener( 'mouseup', onMouseUp, false );
  80. renderer.domElement.addEventListener( 'touchstart', onMouseDown, false );
  81. renderer.domElement.addEventListener( 'touchend', onMouseUp, false );
  82. window.addEventListener( 'resize', onWindowResize, false );
  83. //
  84. window.addEventListener( 'vrdisplaypointerrestricted', onPointerRestricted, false );
  85. window.addEventListener( 'vrdisplaypointerunrestricted', onPointerUnrestricted, false );
  86. document.body.appendChild( WEBVR.createButton( renderer ) );
  87. }
  88. function onMouseDown() {
  89. isMouseDown = true;
  90. }
  91. function onMouseUp() {
  92. isMouseDown = false;
  93. }
  94. function onPointerRestricted() {
  95. var pointerLockElement = renderer.domElement;
  96. if ( pointerLockElement && typeof ( pointerLockElement.requestPointerLock ) === 'function' ) {
  97. pointerLockElement.requestPointerLock();
  98. }
  99. }
  100. function onPointerUnrestricted() {
  101. var currentPointerLockElement = document.pointerLockElement;
  102. var expectedPointerLockElement = renderer.domElement;
  103. if ( currentPointerLockElement && currentPointerLockElement === expectedPointerLockElement && typeof ( document.exitPointerLock ) === 'function' ) {
  104. document.exitPointerLock();
  105. }
  106. }
  107. function onWindowResize() {
  108. camera.aspect = window.innerWidth / window.innerHeight;
  109. camera.updateProjectionMatrix();
  110. renderer.setSize( window.innerWidth, window.innerHeight );
  111. }
  112. //
  113. function animate() {
  114. renderer.setAnimationLoop( render );
  115. }
  116. function render() {
  117. var delta = clock.getDelta() * 60;
  118. if ( isMouseDown === true ) {
  119. var cube = room.children[ 0 ];
  120. room.remove( cube );
  121. cube.position.set( 0, 0, - 0.75 );
  122. cube.position.applyQuaternion( camera.quaternion );
  123. cube.userData.velocity.x = ( Math.random() - 0.5 ) * 0.02 * delta;
  124. cube.userData.velocity.y = ( Math.random() - 0.5 ) * 0.02 * delta;
  125. cube.userData.velocity.z = ( Math.random() * 0.01 - 0.05 ) * delta;
  126. cube.userData.velocity.applyQuaternion( camera.quaternion );
  127. room.add( cube );
  128. }
  129. // find intersections
  130. raycaster.setFromCamera( { x: 0, y: 0 }, camera );
  131. var intersects = raycaster.intersectObjects( room.children );
  132. if ( intersects.length > 0 ) {
  133. if ( INTERSECTED != intersects[ 0 ].object ) {
  134. if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
  135. INTERSECTED = intersects[ 0 ].object;
  136. INTERSECTED.currentHex = INTERSECTED.material.emissive.getHex();
  137. INTERSECTED.material.emissive.setHex( 0xff0000 );
  138. }
  139. } else {
  140. if ( INTERSECTED ) INTERSECTED.material.emissive.setHex( INTERSECTED.currentHex );
  141. INTERSECTED = undefined;
  142. }
  143. // Keep cubes inside room
  144. for ( var i = 0; i < room.children.length; i ++ ) {
  145. var cube = room.children[ i ];
  146. cube.userData.velocity.multiplyScalar( 1 - ( 0.001 * delta ) );
  147. cube.position.add( cube.userData.velocity );
  148. if ( cube.position.x < - 3 || cube.position.x > 3 ) {
  149. cube.position.x = THREE.Math.clamp( cube.position.x, - 3, 3 );
  150. cube.userData.velocity.x = - cube.userData.velocity.x;
  151. }
  152. if ( cube.position.y < - 3 || cube.position.y > 3 ) {
  153. cube.position.y = THREE.Math.clamp( cube.position.y, - 3, 3 );
  154. cube.userData.velocity.y = - cube.userData.velocity.y;
  155. }
  156. if ( cube.position.z < - 3 || cube.position.z > 3 ) {
  157. cube.position.z = THREE.Math.clamp( cube.position.z, - 3, 3 );
  158. cube.userData.velocity.z = - cube.userData.velocity.z;
  159. }
  160. cube.rotation.x += cube.userData.velocity.x * 2 * delta;
  161. cube.rotation.y += cube.userData.velocity.y * 2 * delta;
  162. cube.rotation.z += cube.userData.velocity.z * 2 * delta;
  163. }
  164. renderer.render( scene, camera );
  165. }
  166. </script>
  167. </body>
  168. </html>